ludus::content::procedural::ScatterLayer¶
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Struct
One independently thinned set of placements.
#include <ludus/content/procedural/environment/scatter.h>
struct ludus::content::procedural::ScatterLayer final
Fields¶
Id¶
uint8 ludus::content::procedural::ScatterLayer::Id = 0
Authored layer ID, unique within the recipe; part of every placement identity.
Related types: uint8
CellSize¶
uint16 ludus::content::procedural::ScatterLayer::CellSize = 1
Cell edge length in lattice units, at least one.
Related types: uint16
CandidatesPerCell¶
uint16 ludus::content::procedural::ScatterLayer::CandidatesPerCell = 1
Candidates per cell, 1 through MAX_SCATTER_CANDIDATES_PER_CELL.
Related types: uint16
Variants¶
foundation::BorrowedView<const ScatterVariant> ludus::content::procedural::ScatterLayer::Variants
Equally likely variants, 1 through MAX_SCATTER_VARIANTS. Storage is borrowed from the caller.
Related types: foundation::BorrowedView · ScatterVariant
MinimumScale¶
uint16 ludus::content::procedural::ScatterLayer::MinimumScale = DEFAULT_SCATTER_SCALE
Smallest scale, in units the game chooses (for example thousandths).
Related types: uint16
MaximumScale¶
uint16 ludus::content::procedural::ScatterLayer::MaximumScale = DEFAULT_SCATTER_SCALE
Largest scale, at least MinimumScale.
Related types: uint16